// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // // VulkanHpp Samples : 11_InitShaders // Initialize vertex and fragment shaders #include "../utils/shaders.hpp" #include "../utils/utils.hpp" #include "SPIRV/GlslangToSpv.h" #include "glslang/Public/ShaderLang.h" #include static char const * AppName = "11_InitShaders"; static char const * EngineName = "Vulkan.hpp"; int main( int /*argc*/, char ** /*argv*/ ) { try { vk::raii::Context context; vk::raii::Instance instance = vk::raii::su::makeInstance( context, AppName, EngineName, {}, vk::su::getInstanceExtensions() ); #if !defined( NDEBUG ) vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() ); #endif vk::raii::PhysicalDevice physicalDevice = vk::raii::PhysicalDevices( instance ).front(); uint32_t graphicsQueueFamilyIndex = vk::su::findGraphicsQueueFamilyIndex( physicalDevice.getQueueFamilyProperties() ); vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsQueueFamilyIndex ); /* VULKAN_HPP_KEY_START */ glslang::InitializeProcess(); std::vector vertexShaderSPV; #if !defined( NDEBUG ) bool ok = #endif vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eVertex, vertexShaderText_PC_C, vertexShaderSPV ); assert( ok ); vk::ShaderModuleCreateInfo vertexShaderModuleCreateInfo( {}, vertexShaderSPV ); vk::raii::ShaderModule vertexShaderModule( device, vertexShaderModuleCreateInfo ); std::vector fragmentShaderSPV; #if !defined( NDEBUG ) ok = #endif vk::su::GLSLtoSPV( vk::ShaderStageFlagBits::eFragment, fragmentShaderText_C_C, fragmentShaderSPV ); assert( ok ); vk::ShaderModuleCreateInfo fragmentShaderModuleCreateInfo( {}, fragmentShaderSPV ); vk::raii::ShaderModule fragmentShaderModule( device, fragmentShaderModuleCreateInfo ); glslang::FinalizeProcess(); /* VULKAN_HPP_KEY_END */ } catch ( vk::SystemError & err ) { std::cout << "vk::SystemError: " << err.what() << std::endl; exit( -1 ); } catch ( std::exception & err ) { std::cout << "std::exception: " << err.what() << std::endl; exit( -1 ); } catch ( ... ) { std::cout << "unknown error\n"; exit( -1 ); } return 0; }